132 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// "surface group" 
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// { 
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// "property" 	"value"
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// ...
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// }
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//
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// thickness: If this value is present, the material is not volumetrically solid
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// it means that the volume should be computed as the surface area times this
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// thickness (for automatic mass).  The inside space beneath the thickness value is air.
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//
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// physics parameters are:
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// density: this is the material density in kg / m^3 (water is 1000)
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// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
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// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
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// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
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//
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// !!! Do not edit the physics properties (especially density) without the proper references !!!
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//`
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// Sounds
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// 
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// stepleft: footstep sound for left foot
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// stepright: footstep sound for right foot
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// impactsoft: Physical impact sound when hitting soft surfaces
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// impacthard: Physical impact sound when hitting hard surfaces
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// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
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// scraperough: Looping physics friction sound (when scraping rough surfaces)
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// bulletimpact: bullet impact sound
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// gamematerial: game material index (can be a single letter or a number)
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// 
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// NOTE: The properties of "default" will get copied into EVERY material who does not
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// 	 override them!!!
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//
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// "base" means to use the parameters from that material as a base.
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// "base" must appear as the first key in a material
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//
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"cavern_rock"
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{
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	"base"  "rock"
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	"density" "700"
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	"elasticity" "0.1"
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	"friction" "0.8"
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	"bulletimpact" "CavernRock.ImpactHard"
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	"scraperough"	"Rock.ImpactHard"
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	"scrapesmooth"	"Rock.ImpactSoft"
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	"impacthard" "CavernRock.ImpactHard"
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	"impactsoft" "CavernRock.ImpactSoft"
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	"gamematerial" "O"
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}
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"advisor_shield"
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{
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 "base"  "rock"
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 "density" "700"
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 "elasticity" "0.1"
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 "friction" "0.8"
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 "bulletimpact" "NPC_Advisor.shieldblock"
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 "scraperough" "NPC_Advisor.shieldblock"
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 "scrapesmooth" "NPC_Advisor.shieldblock"
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 "impacthard" "NPC_Advisor.shieldblock"
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 "impactsoft" "NPC_Advisor.shieldblock"
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 "gamematerial" "Z"  // <--- Whatever you make the character index in decals.h
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}
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"antlion_eggshell"
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{
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 "base"  "flesh"
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"bulletimpact"	"Flesh.ImpactHard"
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"impacthard"	"Flesh.ImpactHard"
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"impactsoft"	"Flesh.ImpactHard"
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 "gamematerial" "E"
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}
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"hunter"
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{
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	"base" "flesh"
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	"gamematerial" "F"
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}
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"jalopytire"
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{
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	"base"			"jeeptire"
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	"elasticity"		"0.1"
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}
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"slidingrubbertire_jalopyfront"
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{
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	"base"			"jalopytire"
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	"friction"		"0.15"
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}
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"slidingrubbertire_jalopyrear"
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{
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	"base"			"jalopytire"
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	"friction"		"0.15"
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}
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"water"
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{
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	"density"	"1000"
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	"elasticity"	"0.1"
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	"friction"	"0.8"
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	"stepleft"	"Water.StepLeft"
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	"stepright"	"Water.StepRight"
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	"bulletimpact"	"Water.BulletImpact"
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	"impacthard" "Water.ImpactHard"
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	"impactsoft" "Water.ImpactSoft"
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	"audioreflectivity" "0.33"
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	"audioroughnessfactor" "0.1"
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	"audiohardnessfactor" "0.0"
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	"gamematerial"	"S"
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}
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"jalopy"
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{
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	"base"			"metal"
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	"impacthard"	"ATV_impact_medium"
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	"impactsoft"	"ATV_impact_medium"
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}
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